Blender v3.6 参考手册(简体中文版)使⽤单⼀颜⾊渲染整个场景。 颜⾊可选。 将为场景中的每个对象选择随机颜⾊。 Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the object, but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead. This is a flat area where each face of the 3D object is laid out on the 2D image, specifying This gives you complete control over the mapping process. The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to avoid confusion with "X" and "Y", which0 码力 | 4850 页 | 304.16 MB | 1 年前3
Blender v4.0 参考手册(简体中文版)Ctrl 来暂时切换。 See also Transform operators have there own snapping operators, see Transform Modal Map 吸附基准点 参考 模式: 物体模式、编辑模式、姿态模式 标题栏: 吸附 ‣ 吸附基准点 快捷键: Shift-Ctrl-Tab 确定所选内容的哪⼀部分将与⽬标⼀致。(其余的选择将依次进⾏。) 随机: 将为场景中的每个对象选择随机颜⾊。 纹理: Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the object, but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead. This is a flat area where each face of the 3D object is laid out on the 2D image, specifying0 码力 | 5352 页 | 306.21 MB | 1 年前3
Blender v3.5 参考手册(简体中文版)使⽤单⼀颜⾊渲染整个场景。 颜⾊可选。 将为场景中的每个对象选择随机颜⾊。 Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the 按钮打开⼀个弹出窗⼜以配置 ⽣成 图像。 源 见 ⽀持的图像格式. 单张图像 静态图像或单帧。 图像序列 每⼀帧都存储在⼀个单独的⽂件中。怎样将 打开图像序列 。选项见下⾯的 电 影。 影⽚ 打包到容器的帧。 帧 设置使⽤的帧范围。 匹配影⽚长度 此按钮将影⽚ 帧 设置为所选影⽚的长度。 起始 序列的全局起始帧,播放应何时开始。这是⼀个全局设置,这意味着它会 影响所有剪辑⽤户,例如影⽚剪辑编辑器本⾝、运动跟踪约束和合成器节 图案。它可以是单个像素或整个渐变,这取决于您⾃⼰。在下⾯的⽰例中,我 们使⽤ "装换" 节点在图像中的特定位置对⽔印进⾏编码,它可以帮助我们设 置⽔印标记的位置。然后,使⽤RGB->BW节点将图像转换为数字,Map Value 节点可以使⽤这些数字使图像成为半透明状态。在这种情况下,它将⽔印标记 的透明度降低到原来的⼗分之⼀。 "添加" 节点添加相应的像素,使包含标记 的像素变得更亮。 使⽤标记和特定位置将标记嵌⼊到图像中。0 码力 | 4816 页 | 302.58 MB | 1 年前3
Blender v2.93 参考手册(简体中文版)为开头的表达式有特殊⽤途。驱动器将表达式实体添加进属性⾥,⽽不是 调⽤后舍弃它。 颜⾊框。带有 和不带有alpha 通道。 The expression #frame is a quick way to access map a value to the current frame, but more complex expressions are also supported, #fmod(frame, 24) / 24 "value map". (You can think of a value map as a gray-scale map where the different amount of bright/dark reflects the value for each point.) If a single value is used as an input for a "value map" socket socket, all points of the map are set to this same value. Common use: Alpha maps and value options for a node. 整数(⽯灰绿⾊) ⽤于传递整数值(⽆⼩数的数字)。 布尔值(粉⾊) ⽤于传递⼀个正确或错误的值。 字符串(浅蓝⾊) ⽤于传递⽂本值。 ⽮量(深蓝⾊) 表⽰向量、坐标和法线信息。0 码力 | 4065 页 | 209.17 MB | 1 年前3
Blender v4.1 参考手册 随机: 将为场景中的每个对象选择随机颜⾊。 纹理: Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in object, but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead. This is a flat area where each face of the 3D object is laid out on the 2D image, specifying This gives you complete control over the mapping process. The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to avoid confusion with "X" and "Y", which0 码力 | 6411 页 | 312.46 MB | 1 年前3
Blender v4.2.0 参考手册随机: 将为场景中的每个对象选择随机颜⾊。 纹理: Show the texture from the active image texture node using the active UV map coordinates When an object has no active texture the object will be rendered with the settings in the object, but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead. This is a flat area where each face of the 3D object is laid out on the 2D image, specifying This gives you complete control over the mapping process. The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to avoid confusion with "X" and "Y", which0 码力 | 9945 页 | 286.32 MB | 1 年前3
Blender v3.3 参考手册(简体中文版)图像选项卡 ⼯具 视图选项卡 ⽰波器 选择 选区同步 选择模式 粘性选择模式 菜单 最短路径 选择循环边 吸附 吸附⾄ 吸附选项 影响 简介 The UV Editor is used to map 2D assets like images/textures onto 3D objects and edit what are called UVs. 带有UV贴图和测试⽹格纹理的UV编辑器。 wrapping it around a 3D object. During the UV unwrapping process, you tell Blender exactly how to map the faces of your object (in this case, a box) to a flat image in the UV Editor. You have complete "stretching" (technically called mapping) of the 3D part (XYZ) onto a 2D plane (i.e. the UV map). If a 3D object has a UV map, then, in addition to the 3D coordinates X, Y, and Z, each point on the object will0 码力 | 4560 页 | 265.10 MB | 1 年前3
Blender v3.1 参考手册(简体中文版)图像序列 Each frame is stored in a separate file. How to 打开图像序列. For options see Movie below. 影⽚ 打包到容器的帧。 帧 设置使⽤的帧范围。 匹配影⽚长度 此按钮将影⽚ 帧 设置为所选影⽚的长度。 起始 序列的全局起始帧,播放的起点。这是全局设置,意味着这会影响所有剪 辑⽤户如影⽚剪辑编辑器⾃⾝、运动追踪约束和合成器节点。 图案。它可以是单个像素或整个渐变,这取决于您⾃⼰。在下⾯的⽰例中,我 们使⽤“装换”节点在图像中的特定位置对⽔印进⾏编码,它可以帮助我们设置 ⽔印标记的位置。然后,使⽤RGB->BW节点将图像转换为数字,Map Value节 点可以使⽤这些数字使图像成为半透明状态。在这种情况下,它将⽔印标记的 透明度降低到原来的⼗分之⼀。“添加”节点添加相应的像素,使包含标记的像 素变得更亮。 使⽤标记和特定位置将标记嵌⼊到图像中。 mask allows you to select parts of the background to be shown through. 使⽤颜⾊渐变节点来创建alpha遮罩。 In the map above, a black-and-white swirl image, which is lacking an alpha channel, is fed into the Color Ramp0 码力 | 4473 页 | 259.34 MB | 1 年前3
Blender v3.0 参考手册(简体中文版)图像序列 Each frame is stored in a separate file. How to 打开图像序列. For options see Movie below. 影⽚ 打包到容器的帧。 帧 设置使⽤的帧范围。 匹配影⽚长度 此按钮将影⽚ 帧 设置为所选影⽚的长度。 起始 序列的全局起始帧,播放的起点。这是全局设置,意味着这会影响所有剪 辑⽤户如影⽚剪辑编辑器⾃⾝、运动追踪约束和合成器节点。 图案。它可以是单个像素或整个渐变,这取决于您⾃⼰。在下⾯的⽰例中,我 们使⽤“装换”节点在图像中的特定位置对⽔印进⾏编码,它可以帮助我们设置 ⽔印标记的位置。然后,使⽤RGB->BW节点将图像转换为数字,Map Value节 点可以使⽤这些数字使图像成为半透明状态。在这种情况下,它将⽔印标记的 透明度降低到原来的⼗分之⼀。“添加”节点添加相应的像素,使包含标记的像 素变得更亮。 使⽤标记和特定位置将标记嵌⼊到图像中。 mask allows you to select parts of the background to be shown through. 使⽤颜⾊渐变节点来创建alpha遮罩。 In the map above, a black-and-white swirl image, which is lacking an alpha channel, is fed into the Color Ramp0 码力 | 4297 页 | 230.12 MB | 1 年前3
Blender v3.2 参考手册(简体中文版)本⼿册⿏标术语预定如下: LMB ⿏标左键 RMB ⿏标右键 MMB ⿏标中键 Wheel, WheelUp & WheelDown ⿏标滚轮。 Note Blender's default key-map has two main interaction modes left-click-select & right- click-select. See the Select with Mouse Button 通道。 以 # 为开头的表达式有特殊⽤途。驱动器将表达式实体添加进属性⾥,⽽不是 调⽤后舍弃它。 The expression #frame is a quick way to access map a value to the current frame, but more complex expressions are also supported, #fmod(frame, 24) / 24 "value map". (You can think of a value map as a gray-scale map where the different amount of bright/dark reflects the value for each point.) If a single value is used as an input for a "value map" socket0 码力 | 4448 页 | 258.34 MB | 1 年前3
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